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Topics - MightyMonte88

Pages: [1] 2
1
Modding info / Error trying to modify durability of various armors
« on: November 19, 2022, 09:55:02 am »
Hey AI, i'm simply trying to increase the durability of a few armor sets in game, what's the best method to go about doing this?

When i simply make a copy of the armor files in my mods directory, and modify the durability values, everything compiles fine with no errors.
But the game / editor crash on startup, with the following errors...

* Scripts/Items/Equipment/AssaultHelmet/ItemAssaultHelmet.cs (line 2)
   Error: The namespace 'AtomicTorch.CBND.CoreMod.Item s.Equipment' already contains a definition for 'ItemAssaultHelmet'

* Scripts/Items/Equipment/MetalHelmet/ItemMetalHelmet.cs (line 2)
   Error: The namespace 'AtomicTorch.CBND.CoreMod.Item s.Equipment' already contains a definition for 'ItemMetalHelmet'

* Scripts/Items/Equipment/MilitaryHelmet/ItemMilitaryHelmet.cs (line 2)
   Error: The namespace 'AtomicTorch.CBND.CoreMod.Item s.Equipment' already contains a definition for 'ItemMilitaryHelmet'

* Scripts/Items/Equipment/AssaultHelmet/ItemAssaultHelmet.cs (line 12)
   Error: Type 'ItemAssaultHelmet' already defines a member called 'PrepareDefense' with the same parameter types

* Scripts/Items/Equipment/MetalHelmet/ItemMetalHelmet.cs (line 12)
   Error: Type 'ItemMetalHelmet' already defines a member called 'PrepareDefense' with the same parameter types

* Scripts/Items/Equipment/MilitaryHelmet/ItemMilitaryHelmet.cs (line 12)
   Error: Type 'ItemMilitaryHelmet' already defines a member called 'PrepareDefense' with the same parameter types


2
Servers gone due to toxicity in this community.

3
Modding info / Error while trying to load mod
« on: November 15, 2022, 06:23:14 pm »
Hey AI, i finally got my old mod to compile with no errors after carefully going through and updating it using VS22. However when loading the mod up in mpk format, i get an error.... any idea where i could have went wrong here?

15.11.22 20:17:05.406 [WRN] Error loading mod from D:\SteamLibrary\steamapps\common\CryoFall\Mods\Tech_Expansion.mpk: Sequence contains no matching element
15.11.22 20:17:05.439 [IMP] Warning: Mod with identifier Tech_Expansion_5.0.1 is unavailable
15.11.22 20:17:05.439 [IMP] Mods Config contains errors. Trying to recreate Mods Config...
15.11.22 20:17:05.442 [WRN] Mod was not found and will be removed from Mods Config: Tech_Expansion_5.0.1

4
Modding info / NETSDK1045 error
« on: November 14, 2022, 07:02:32 am »
Hey y'all, I've finally found some time to update tech expansion and release the final version of it but I've hit a few snags...

After setting up a working directory just as i did last time, i get a single error with just the core game..

""Severity    Code    Description    Project    File    Line    Suppression State
Error    NETSDK1045    The current .NET SDK does not support targeting .NET 6.0.  Either target .NET 5.0 or lower, or use a version of the .NET SDK that supports .NET 6.0.    AtomicTorch.CBND.CoreMod    C:\Program Files\dotnet\sdk\5.0.414\Sdks\Microsoft.NET.Sdk\targets\Microsoft.NET.TargetFrameworkInference.targets    141
" is the exact error"

Here's a link to the guide i follow for setting up a working dir.
https://steamcommunity.com/sharedfiles/filedetails/?id=1707742469


I'm totally stumped, when creating a "working directory" according to the guide on steam i followed last time with success, and then creating a new cryofall mod project, i end up with 11 errors and 3 warnings... NU1104 multiple times, and the NETSDK1045 twice, once for each project

Its worth noting the old working directory i have still works with no errors, as does the old version of my mod


5
Modding info / Need some help setting up interior cells
« on: May 26, 2021, 02:09:45 pm »
Before i took a break from modding, the goal i had set when i came back was to start working on a way to add interior cells. What I've come up with, is that i need a way to define a static object, that when either bumped or entered by the player, it teleports them to another corresponding static object, or pre defined map coordinates. That's more or less all that's holding me back at this point, any help would be greatly appreciated as I'm at a bit of a loss, I'm looking over the teleporter system files, as well as the admin command to teleport and seeing what i can come up with.

6
No matter what weapons they used, modded or not, different ammo types, melee, they can cause status effects to one another ( bleeding) but can't deal damage.

Turrets won't shoot at enemy players either, no matter the settings

PVP is enabled, friendly fire is not ( we even went to war in the factions menu to be sure )

What about this value
#DamagePvpMultiplier: 0.4

We removed the #, nothing changed

It's worth noting, that we launched the server in PVE mode accidentally at first, and then switched it to pvp without wiping. Is that the source of the issue?

7
Modding info / Question about WeaponFireTracePreset variable
« on: January 18, 2021, 10:03:09 am »
When defining a new WeaponFireTracePreset, would "tracespeed" dictate the speed of the projectile??


example
        public static readonly WeaponFireTracePreset HonedPragmiumShard
            = new WeaponFireTracePreset(
                traceTexturePath: "FX/WeaponTraces/HonedPragmiumShard",
                hitSparksPreset: WeaponHitSparksPresets.Firear m,
                traceSpeed: 40,
                traceSpriteWidthPixels: 363,
                traceStartOffsetPixels: -10);

8
Modding info / Quick question about damageDistribution
« on: January 15, 2021, 12:40:33 pm »
Hey AI, i was wondering what would happen if the sum of damageDistribution ended up being a value greater than 1...

example
 

            damageDistribution.Set(DamageType.Kinetic, 0.7);
            damageDistribution.Set(DamageType.Impact,  0.3);
            damageDistribution.Set(DamageType.Heat, 0.2);
            damageDistribution.Set(DamageType.Explosion, 0.3);

I've added a heavy ammunition type 30mm SAPHEI rounds, and i can easily adjust the distribution values to equal 1, but i'm just wondering what happens when like above, the sum totals to 1.5......

9
Modding info / Not sure whats wrong here...
« on: December 30, 2020, 06:16:48 pm »
hey AI_enabled, i was trying to help another forum member edit the clients ability to zoom, so i copied a file, made some changes, then deleted the file afterwards as it wasn't a change i wanted to make.


Now, no matter what i do, even replacing all the script files with ones from my last known working version, i still get this runtime error, no compile errors.


30.12.20 20:07:49.913 [ERR] SharpDX exception during continuation of the async task
SharpDX.SharpDXException: HRESULT: [0x80131515], Module: [Unknown], ApiCode: [Unknown/Unknown], Message: Unknown
   _____________________________ ________stack trace________________________ _____________

   at Result.CheckError()
   at ImagingFactory.CreateDecoderF romStream_(streamRef, guidVendorRef, metadataOptions, decoderOut)
   at BitmapDecoder..ctor(factory, streamRef, metadataOptions)
   at #=zt6B7bgllDGDHep3nZju4v$M3ql1ib8G2wa1wi4g4hLCNJV3k3lCUqhQ1ogdImsLPSOs1oIk=.#=zZFVfIqIFfPpB(#=zOPHcoz4=, #=zIp$LFKg=, #=zn90r$MbuJHd2gMKzC1Buhhk=)
   at #=zt6B7bgllDGDHep3nZju4v$M3ql1ib8G2wa1wi4g4hLCNJV3k3lCUqhQ1ogdImsLPSOs1oIk=.#=zrpuNPM7tFQD_g3LL5A==(#=zOPHcoz4=, #=zm$p$x$4=, #=z4Y0ogCA=)
   at #=ztx8hItG3ffXL$daVwMPYwT8=.MoveNext()
   at ExceptionDispatchInfo.Throw()
   at TaskAwaiter.HandleNonSuccessA ndDebuggerNotification(task)
   at #=zppcqQFjhUkIgWG07lIwPC0o=.MoveNext()
   at ExceptionDispatchInfo.Throw()
   at TaskAwaiter.HandleNonSuccessA ndDebuggerNotification(task)
   at #=zZLgTPUMgs1ha.#=z6MZc__E=()
   at #=zs7QCeyatCSpTk_yyxw==.MoveNext()
   at ExceptionDispatchInfo.Throw()
   at TaskAwaiter.HandleNonSuccessA ndDebuggerNotification(task)
   at #=zOsoKXZ80DCnH4gLdEw==.MoveNext()
   at ExceptionDispatchInfo.Throw()
   at #=zE3Z0hGGsrbU1csJoHg==.#=q8z1UHv1UmQbUGMzhnCkf5rOz3mpGs4aIyOHPt1mxWqA=()

I've ever tried making a new mod project, and copying my content and scripts folders over, still this same hateful runtime error...

10
Bug reports / Problem with my server, log files hard to understand
« on: December 24, 2020, 07:35:21 am »
Hey guys as of 4 AM last night my cryofall unlimited server crashed and is unable to restart, i can't figure out why.

16.12.20 15:57:25.018 [IMP] Object destroyed: [DESTROYED] Item "LootBoxResourcex5" (Id=65003) (count=1, LootBoxResourcex5, TempClientId=0)
16.12.20 15:57:25.018 [ERR] [Core] Error during processing the remote call ID=0 method AtomicTorch.CBND.CoreMod.Item s.LootBoxs.ProtoItemLootBoxs`3.ServerRemote_Use()
System.Exception: Character "Treamine" (Id=22749) cannot access [DESTROYED] Item "LootBoxResourcex5" (Id=65004) (count=0, LootBoxResourcex5, TempClientId=0) because it's container is not in the private scope

17.12.20 01:18:20.305 [ERR] [Items] Error stacking items : itemFrom "Item "CanisterGasoline" (Id=67260) (count=38, CanisterGasoline, TempClientId=0)", itemTo "", count="38", isDestroyItemFrom="True.
System.Exception: Item-to not found or destroyed: Permanent Item ID=67271

Those are the only errors the log contains, below is how the log ends, it seems as if it just ended without even being able to finish...

17.12.20 13:54:17.641 [IMP] Object destroyed: [DESTROYED] Item "OreIron" (Id=0) (count=50, OreIron, TempClientId=0)
17.12.20 13:54:17.641 [IMP] Object destroyed: [DESTROYED] Item "OreIron" (Id=0) (count=5, OreIron, TempClientId=0)
17.12.20 13:54:17.641 [IMP] [SCRIPT] Static object destroyed: StaticObject "ObjectMineralIron" (Id=158644) at position 10454;10102 by Character "DarthHammer" (Id=21677)
[SOURCE: Scripts/StaticObjects/Base/ProtoStaticWorldObject.cs line:471 method:ServerOnStaticObjectZeroStruc turePoints()]
17.12.20 13:54:17.641 [IMP] Object destroyed: StaticObject "ObjectMineralIron" (Id=158644) at position 10454;10102
17.12.20 13:54:17.691 [IMP] Object destroyed: [DESTROYED] Item "CanisterMineralOil" (Id=0) (count=1, CanisterMineralOil, TempClientId=0)
17.12.20 13:54:17.740 [IMP] Object destroyed: [DESTROYED] Item "Solvent" (Id=0) (count=25, Solvent, TempClientId=0)
17.12.20 13:54:18.041 [IMP] Object destroyed: [DESTROYED] Item "BottleWater" (Id=0) (count=1, BottleWater, TempClientId=0)
17.12.20 13:54:18.041 [IMP] Object destroyed: [DESTROYED] Item "BottleWater" (Id=0) (count=1, BottleWater, TempClientId=0)
17.12.20 13:54:18.041 [IMP] Object destroyed: [DESTROYED] Item "BottleWater" (Id=0) (count=1, BottleWater, TempClientId=0)
17.12.20 13:54:18.041 [IMP] Object destroyed: [DESTROYED] Item "BottleWater" (Id=0) (count=1, BottleWater, TempClientId=0)
17.12.20 13:54:18.041 [IMP] Object destroyed: [DESTROYED] Item "BottleWater" (Id=0) (count=1, BottleWater, TempClientId=0)
17.12.20 13:54:18.240 [IMP] Object destroyed: [DESTROYED] Item "Solve
   __

11
Modding info / New weapon Beam Rifle, have an interesting idea
« on: December 22, 2020, 10:07:03 am »
Hey Ai_Enabled, i'm adding a new weapon i've dubbed the "Beam Rifle" It expands off a tech tier within my modpack that adds uranium (hence it will have a green LaserTrace effect haha) I'm setting it up to have such a high rate of fire that it appears to be a solid continuous beam. The damage it will deal will be half heat, half radiation.

The backstory of the weapon, is that it has an onboard micro reactor, and fires a super concentrated beam of ionizing radiation in gamma wave form, so intense that it can be seen on the visible spectrum (blue/green tint, im referencing the fuel mixing accident that happened in japan haha)

The question i have, is there a way i can apply a small amount of radiation to the USER of the weapon, while they are firing it? I'm also going to source out a sound file that has more of a hum too it, should be a good fit i think..


Also,i'm having trouble with the correct syntax to manipulate PrepareProtoWeaponRangedEnerg y() to apply two types of damage instead of one, i'm unable to do it how i've done it with ammunition types.
        protected override void PrepareProtoWeaponRangedEnerg y(
            ref DamageDescription damageDescription)
        {
            damageDescription = new DamageDescription(
                damageValue: 18,
                armorPiercingCoef: 0.4,
                finalDamageMultiplier: 1.1,
                rangeMax: 13,
                damageDistribution: new DamageDistribution(DamageType.Heat, 1));
        }
How can i set the damagedistribution.DamageType to be both Heat and Radiation (0.5/0.5) ?

12
Modding info / zone that disables structure decay
« on: December 16, 2020, 10:17:14 am »
Is it possible to define a zone that has the ability to disable structure decay for structures built within it? If not it's not a big deal. I want to use certain structures and so on as map props for raider bases and uranium mines, however if i can't do that then i'll just add map prop versions of the structures i wanted to use.

13
Modding info / Adding movement speed effect to a weapon
« on: December 16, 2020, 07:45:13 am »
Hey i've added a new heavy tier weapon to my modpack, and i'm trying to add the effect of reduced movement speed, and cannot run, the same effects that are applied when equipping heavy armor, i'm not getting any runtime or compile errors, however the effect is simply not working, would you be able to tell me what i am doing wrong? below is a snippet of how i am calling it, and how i have defined it.


This is called under the public class for the new weapon
        protected override void PrepareEffects(Effects effects)
        {
            base.PrepareEffects(effects);
            effects.AddPerk(this, StatName.PerkCannotRun);

            // -10% movement speed
            effects.AddPercent(this, StatName.MoveSpeed, -10);
        }


And this under protoitemweaponsranged

        protected virtual void PrepareEffects(Effects effects)
        {
        }

14
Modding info / NPCs reloading weapons
« on: December 15, 2020, 04:52:27 pm »
Is there a way i can make NPCs reload a weapon but not need actual ammunition in their inventory? Right my NPCs are setup to just continuous fire and that is fine, but i would be nice to make them somewhat more balanced by having reload delays at least.  Below is a snippet of an crossbow i defined for use by an NPC


namespace AtomicTorch.CBND.CoreMod.Item s.Weapons.MobWeapons
{
    using System.Collections.Generic;
    using AtomicTorch.CBND.CoreMod.Item s.Ammo;
    using AtomicTorch.CBND.CoreMod.Syst ems.Weapons;
    using AtomicTorch.CBND.GameApi.Data .Weapons;
    using AtomicTorch.CBND.GameApi.Data .World;
    using AtomicTorch.CBND.CoreMod.Soun dPresets;
    using AtomicTorch.CBND.GameApi.Data .Characters;
    using AtomicTorch.GameEngine.Common .Helpers;

    public class ItemWeaponMobCrossbow : ProtoItemMobWeaponArmed
    {
        public override string Name => "Crossbow";
        public override double DamageApplyDelay => 0.2;
        public override double AmmoReloadDuration => 2.75; // lower
        public override double CharacterAnimationAimingRecoi lDuration => 0.6;
        public override double CharacterAnimationAimingRecoi lPower => 0.75;
        public override double FireAnimationDuration => 0.6;
        public override double FireInterval => 4;
        public override string CharacterAnimationAimingName => "WeaponPistolAiming";
        public override string CharacterAnimationAimingRecoi lName => "WeaponPistolShooting";
        public override void SharedOnHit(
            WeaponFinalCache weaponCache,
            IWorldObject damagedObject,
            double damage,
            WeaponHitData hitData,
            out bool isDamageStop)
        {
            base.SharedOnHit(weaponCache,
                             damagedObject,
                             damage,
                             hitData,
                             out isDamageStop);
        }
        public override double SharedUpdateAndGetFirePattern CurrentSpreadAngleDeg(WeaponState state)
        {
            // angle variation within 30 degrees
            return 25 * (RandomHelper.NextDouble() - 0.5);
        }
        protected override WeaponFirePatternPreset PrepareFirePatternPreset()
        {
            return new WeaponFirePatternPreset(
                initialSequence: new[] { 0.0, 0.4, -0.4 },
                cycledSequence: new[] { 0.5, -0.3, 0.3, -0.5, 0.0 });
        }

        protected override void PrepareMuzzleFlashDescription(MuzzleFlashDescription description)
        {
            description.Set(MuzzleFlashPresets.None);
        }

        protected override void PrepareProtoWeaponRanged(
            out IEnumerable<IProtoItemAmmo> compatibleAmmoProtos,
            ref DamageDescription overrideDamageDescription)
        {
            compatibleAmmoProtos = null;

            var damageDistribution = new DamageDistribution()
                                     .Set(DamageType.Impact, 1);

            overrideDamageDescription = new DamageDescription(
                damageValue: 17,
                armorPiercingCoef: 0.1,
                finalDamageMultiplier: 1.5,
                rangeMax: 7,
                damageDistribution: damageDistribution);
        }

        protected override ReadOnlySoundPreset<WeaponSound> PrepareSoundPresetWeapon()
        {
            return WeaponsSoundPresets.WeaponRan gedBow;
        }
        protected override void ServerOnSpecialEffect(ICharacter damagedCharacter, double damage)
        {
            ServerWeaponSpecialEffectsHel per.OnFirearmHit(damagedCharacter, damage);
        }
        protected override WeaponFireTracePreset PrepareFireTracePreset()
        {
            return WeaponFireTracePresets.Arrow;
        }
    }
}

15
Modding info / How to make an NPC use a fire scattern pattern
« on: December 14, 2020, 01:03:35 pm »
Hey i setup my NPC system exactly as kallvin did with BasicNPC, however i have been unable to setup a mob to fire anything other than a single projectile...., below is a snippet of the weapon file the mob is using. This mod is supposed to fire pellet rounds from a military shotgun, but still fires a single projectile, any help would be greatly appreciated .




namespace AtomicTorch.CBND.CoreMod.Item s.Weapons.MobWeapons
{
    using System.Collections.Generic;
    using AtomicTorch.CBND.CoreMod.Item s.Ammo;
    using AtomicTorch.CBND.CoreMod.Syst ems.Weapons;
    using AtomicTorch.CBND.GameApi.Data .Weapons;
    using AtomicTorch.CBND.GameApi.Data .World;
    using AtomicTorch.CBND.CoreMod.Soun dPresets;

    public class ItemWeaponMobShotgun_01 : ProtoItemMobWeaponArmed
    {
        public override string Name => "Military Shotgun";
        public override double FireInterval => 6;
        public override double DamageApplyDelay => 4;
        public override double AmmoReloadDuration => 3;
        public override double CharacterAnimationAimingRecoi lDuration => 0.4;
        public override double CharacterAnimationAimingRecoi lPower => 1.1;
        public override double FireAnimationDuration => 0.6;
        public override string CharacterAnimationAimingName => "WeaponRifleAiming";
        public override void SharedOnHit(
            WeaponFinalCache weaponCache,
            IWorldObject damagedObject,
            double damage,
            WeaponHitData hitData,
            out bool isDamageStop)
        {
            base.SharedOnHit(weaponCache,
                             damagedObject,
                             damage,
                             hitData,
                             out isDamageStop);
        }

        protected override WeaponFirePatternPreset PrepareFirePatternPreset()
        {
            return new WeaponFirePatternPreset(

                initialSequence: new[] { 0.0, 1.5 },
                cycledSequence: new[] { 3.0, 4.0, 5.0, 5.0 });
        }

        protected override void PrepareMuzzleFlashDescription(MuzzleFlashDescription description)
        {
            description.Set(MuzzleFlashPresets.ModernShot gun)
                       .Set(textureScreenOffset: (17, 10));
        }

        protected override void PrepareProtoWeaponRanged(
            out IEnumerable<IProtoItemAmmo> compatibleAmmoProtos,
            ref DamageDescription overrideDamageDescription)
        {
            compatibleAmmoProtos = null;

            var damageDistribution = new DamageDistribution()
                                     .Set(DamageType.Kinetic, 1);

            overrideDamageDescription = new DamageDescription(
                damageValue: 12,
                armorPiercingCoef: 0.2,
                finalDamageMultiplier: 5,
                rangeMax: 7,
                damageDistribution: damageDistribution);
        }
        protected override WeaponFireTracePreset PrepareFireTracePreset()
        {
            return WeaponFireTracePresets.Pellet s;
        }
        protected override ReadOnlySoundPreset<WeaponSound> PrepareSoundPresetWeapon()
        {
            return WeaponsSoundPresets.WeaponRan gedShotgunMilitary;
        }

    }
}

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